Appearance & Backstory:
Names & Appearance
Noble Title: None
Full Name: Axo-Sal
Eye Color: Black
Skin Color: Grey
Additional Features: Skin is turning grey with age.
Description: Axo-Sol is a giant and massive creature standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is graying from age. He wears full plate that cannot conceal the hard, dangerous lines of his body. Axo-Sol moves with deliberate and careful economy. He has smoldering black eyes which are set below a low and broad brow. His dark, scarred, almost sinister face is that of a warrior. He usually is adorned with various packs, pouches and bandoleers strapped to his body. Axo-Sol's has a loud booming voice like stone breaking.
Personality: Axo-Sol is a serious and ardent researcher of magical mysteries and the way to perfection. As such he tries to exercise temperance and patience on his journey towards self-perfection. He is stoic but is stern when necessary, often standing up for the down trodden and oppressed. While Axo-sol is dour those who are close to him appreciate his wry sense of humor.
The big Cynean n is a lover of debate, learning, and physical challenges, embracing these as experiences on his path of enlightenment. Additionally, Axo-Sol is polite, soft spoken, and well-mannered but isn’t afraid to speak his mind. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing grin.
Parentage: Both parents dead
Religious Views: believes in life energy permeating the planet
Political Views: Support of the Imperial Alliance
Early Life: Always trying to prove himself.
Now: Hires out as a problem solver and seeker of secrets.
Future Aspirations: Show his people that his magic is just as good as a traditional spell caster.
Race: Cynean Cultural Home: Gavea
Type: Humanoid Subtype: Cynean
Alignment: Neutral Good Deity/Belief System: The Kaga
Base Speed: 30ft Flight Speed: Swim Speed: Climb Speed:
Starting Languages: Common, Cynean, 4 more Learned Languages: 5 more
STRENGTH-(Str): 20/21 Modifier: +5
DEXTERITY-(Dex): 10/11 Modifier: +0
CONSTITUTION-(Con): 14 Modifier: +2
INTELLIGENCE-(Int): 18 Modifier: +4
WISDOM-(Wis): 12 Modifier: +1
CHARISMA-(Cha): 8 Modifier: -1
FORTITUDE: +3 Specific Save Variants:
REFLEX: +4 Specific Save Variants: +1 vs traps
WILL: +5 Specific Save Variants:
**automatically fails any save from an effect with the force descriptor. A cynean is vulnerable to sonic energy, taking half again as much damage (+50%) from sonic energy, regardless of whether a saving throw is allowed or if the save is a success or failure.**
AC: 28 Touch: 14 Flat-Footed: 28
(Total AC= 10 +  Dexterity Modifier +  Natural Armor Bonus +  Armor Bonus + Shield Bonus + Dodge Bonus +  Deflection Bonus + Size Modifier)
(Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus)
(Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus)
DAMAGE REDUCTION: 5/- SPELL RESISTANCE:
FIRE RESISTANCE: 2 COLD RESISTANCE: 2 ELECTRICITY RESISTANCE: 2
ACID RESISTANCE: 2 NEGATIVE ENERGY RESISTANCE: 2
BASE ATTACK BONUS-(BAB): +3
CMB: +9 CMD: 20
(CMB= BAB  + Strength Modifier  + Size Modifier)
(CMD= 10 + BAB  + Strength Modifier  + Dexterity Modifier  + Size Modifier)
MELEE ATTACK #1
Weapon Name: Weapon Type: Longspear
Attack Bonus: +10 Damage: 1d8+9
Damage Type: P Crit Range/Multiplier: x3
Special Qualities: Inspired
MELEE ATTACK #2
MELEE ATTACK #3
RANGED ATTACK #1
RANGED ATTACK #2
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
(Acrobatics,(jumping), Climb, Swim)
SCIENCE-(Int): +10 (5 ranks, +4 int) +5 craft alchemy
*FINESSE-(Dex): +8 (5 ranks, +3 class) +2 disarm traps
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha): +12 (5 ranks, +3 class, +4 int)
(Bluff, Diplomacy, Intimidate)
NATURE-(Int): +9 (5 ranks, +4 int)
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): + 12 (5 ranks, +3 class, +4 int) +2 to locate traps
(Perception, Sense Motive)
RELIGION-(Int): +9 (5 ranks, +4 int)
SOCIETY-(Int): +12 (5 ranks, +3 class, +4 int)
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): +12 (5 ranks, +3 class, +4 int)
(Knowledge(arcana), Spellcraft, Use Magic Device)
*= [-4]Armor Check Penalty Applies
8 skill points / level (40 total): 3 class, 1 fav. class, 4 Int.
Traits & Feats:
Traits - Armor Expert (combat), Steel Skin (combat), Student of Philosophy (social), Brutal Intellect (Social)
Feats – Medium Armor Proficiency (1st), Heavy Armor Proficiency (3rd), Power Attack (5th)
Alchemy (Su): Trained in the creation of mundane alchemical substances and magical potion-like extracts. Prepares spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract.
Inspiration: An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Investigator Talents: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
Trap Sence: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat: Use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike: Can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Ceaseless Observation: Uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
[ooc]This ability replaces poison lore and poison resistance.
Unfailing Logic: Gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
This ability replaces swift alchemy.
Mutagen: Create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mystic Body (Su): Some cyneans learn to manipulate the energies that course through their bodies to further protect them from harm. A cynean with this trait adds a deflection bonus to AC equal to his Intelligence modifier.
Unusual build: Cyneans are much bulkier and more heavily proportioned than most humanoids. As a result, cyneans must purchase armor and equipment (but not weapons) as though they were one size category larger.
1st level - Anticipate Peril, Cure Light Wounds, Enlarge Person, Heightened Awareness, Long Arm, True Strike
2nd level – Barkskin, Invisibility
Alchemist lab (portable); Anti plague(x2) ; Anti toxin (x2) ; weapon blanch: adamantine , cold iron (x2) , ghost salt , silver , Acid (x5) ; talglefoot bag ; alchemical glue ; alchemical solvent ; Rogues Kit: bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), waterskin ; Holy water (x2); Rope, hemp 400’ ; chair, folding ; formula book[free].
Coins and gems